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153 行
6.7 KiB

using System.Linq;
using System.Reflection;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
using CED = CoreEditorDrawer<FrameSettingsUI, SerializedFrameSettings>;
using _ = CoreEditorUtils;
[CustomEditor(typeof(HDRenderPipelineAsset))]
public sealed partial class HDRenderPipelineInspector : HDBaseEditor<HDRenderPipelineAsset>
{
static readonly CED.IDrawer[] k_FrameSettings = new[]
{
FrameSettingsUI.SectionRenderingPasses,
FrameSettingsUI.SectionRenderingSettings,
CED.Select(
(s, d, o) => s.lightLoopSettingsUI,
(s, d, o) => d.lightLoopSettings,
LightLoopSettingsUI.SectionLightLoopSettings),
FrameSettingsUI.SectionXRSettings
};
SerializedProperty m_RenderPipelineResources;
// Global Frame Settings
// Global Render settings
SerializedProperty m_supportDBuffer;
SerializedProperty m_supportMSAA;
// Global Shadow settings
SerializedProperty m_ShadowAtlasWidth;
SerializedProperty m_ShadowAtlasHeight;
// Global LightLoop settings
SerializedProperty m_SpotCookieSize;
SerializedProperty m_PointCookieSize;
SerializedProperty m_ReflectionCubemapSize;
// Commented out until we have proper realtime BC6H compression
//SerializedProperty m_ReflectionCacheCompressed;
SerializedProperty m_SkyReflectionSize;
SerializedProperty m_SkyLightingOverrideLayerMask;
// Diffusion profile Settings
SerializedProperty m_DiffusionProfileSettings;
SerializedFrameSettings serializedFrameSettings = null;
FrameSettingsUI m_FrameSettingsUI = new FrameSettingsUI();
void InitializeProperties()
{
m_RenderPipelineResources = properties.Find("m_RenderPipelineResources");
// Global FrameSettings
// Global Render settings
m_supportDBuffer = properties.Find(x => x.renderPipelineSettings.supportDBuffer);
m_supportMSAA = properties.Find(x => x.renderPipelineSettings.supportMSAA);
// Global Shadow settings
m_ShadowAtlasWidth = properties.Find(x => x.renderPipelineSettings.shadowInitParams.shadowAtlasWidth);
m_ShadowAtlasHeight = properties.Find(x => x.renderPipelineSettings.shadowInitParams.shadowAtlasHeight);
// Global LightLoop settings
m_SpotCookieSize = properties.Find(x => x.renderPipelineSettings.lightLoopSettings.spotCookieSize);
m_PointCookieSize = properties.Find(x => x.renderPipelineSettings.lightLoopSettings.pointCookieSize);
m_ReflectionCubemapSize = properties.Find(x => x.renderPipelineSettings.lightLoopSettings.reflectionCubemapSize);
// Commented out until we have proper realtime BC6H compression
//m_ReflectionCacheCompressed = properties.Find(x => x.globalFrameSettings.lightLoopSettings.reflectionCacheCompressed);
m_SkyReflectionSize = properties.Find(x => x.renderPipelineSettings.lightLoopSettings.skyReflectionSize);
m_SkyLightingOverrideLayerMask = properties.Find(x => x.renderPipelineSettings.lightLoopSettings.skyLightingOverrideLayerMask);
// Diffusion profile Settings
m_DiffusionProfileSettings = properties.Find(x => x.diffusionProfileSettings);
serializedFrameSettings = new SerializedFrameSettings(properties.Find(x => x.serializedFrameSettings));
m_FrameSettingsUI.Reset(serializedFrameSettings, Repaint);
}
void GlobalLightLoopSettingsUI(HDRenderPipelineAsset hdAsset)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(s_Styles.textureSettings);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_SpotCookieSize, s_Styles.spotCookieSize);
EditorGUILayout.PropertyField(m_PointCookieSize, s_Styles.pointCookieSize);
EditorGUILayout.PropertyField(m_ReflectionCubemapSize, s_Styles.reflectionCubemapSize);
// Commented out until we have proper realtime BC6H compression
//EditorGUILayout.PropertyField(m_ReflectionCacheCompressed, s_Styles.reflectionCacheCompressed);
EditorGUILayout.PropertyField(m_SkyReflectionSize, s_Styles.skyReflectionSize);
EditorGUILayout.PropertyField(m_SkyLightingOverrideLayerMask, s_Styles.skyLightingOverride);
EditorGUI.indentLevel--;
}
void GlobalRenderSettingsUI(HDRenderPipelineAsset hdAsset)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(s_Styles.renderingSettingsLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_supportDBuffer, s_Styles.supportDBuffer);
EditorGUILayout.PropertyField(m_supportMSAA, s_Styles.supportMSAA);
EditorGUI.indentLevel--;
}
void GlobalShadowSettingsUI(HDRenderPipelineAsset hdAsset)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(s_Styles.shadowSettings);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_ShadowAtlasWidth, s_Styles.shadowsAtlasWidth);
EditorGUILayout.PropertyField(m_ShadowAtlasHeight, s_Styles.shadowsAtlasHeight);
EditorGUI.indentLevel--;
}
void SettingsUI(HDRenderPipelineAsset hdAsset)
{
EditorGUILayout.LabelField(s_Styles.renderPipelineSettings, EditorStyles.boldLabel);
GlobalRenderSettingsUI(hdAsset);
GlobalShadowSettingsUI(hdAsset);
GlobalLightLoopSettingsUI(hdAsset);
EditorGUILayout.Space();
}
protected override void OnEnable()
{
base.OnEnable();
InitializeProperties();
}
public override void OnInspectorGUI()
{
if (!m_Target || m_HDPipeline == null)
return;
CheckStyles();
serializedObject.Update();
m_FrameSettingsUI.Update();
EditorGUILayout.PropertyField(m_RenderPipelineResources, s_Styles.renderPipelineResources);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_DiffusionProfileSettings, s_Styles.diffusionProfileSettings);
EditorGUILayout.Space();
SettingsUI(m_Target);
EditorGUILayout.LabelField(s_Styles.defaultFrameSettings, EditorStyles.boldLabel);
k_FrameSettings.Draw(m_FrameSettingsUI, serializedFrameSettings, this);
serializedObject.ApplyModifiedProperties();
}
}
}